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 Reinforcement Learning


Cost-Sensitive Exploration in Bayesian Reinforcement Learning

Neural Information Processing Systems

In this paper, we consider Bayesian reinforcement learning (BRL) where actions incur costs in addition to rewards, and thus exploration has to be constrained in terms of the expected total cost while learning to maximize the expected long-term total reward. In order to formalize cost-sensitive exploration, we use the constrained Markov decision process (CMDP) as the model of the environment, in which we can naturally encode exploration requirements using the cost function. We extend BEETLE, a model-based BRL method, for learning in the environment with cost constraints. We demonstrate the cost-sensitive exploration behaviour in a number of simulated problems. Papers published at the Neural Information Processing Systems Conference.


Selecting the State-Representation in Reinforcement Learning

Neural Information Processing Systems

The problem of selecting the right state-representation in a reinforcement learning problem is considered. Several models (functions mapping past observations to a finite set) of the observations are given, and it is known that for at least one of these models the resulting state dynamics are indeed Markovian. Without knowing neither which of the models is the correct one, nor what are the probabilistic characteristics of the resulting MDP, it is required to obtain as much reward as the optimal policy for the correct model (or for the best of the correct models, if there are several). We propose an algorithm that achieves that, with a regret of order T {2/3} where T is the horizon time. Papers published at the Neural Information Processing Systems Conference.


Efficient Reinforcement Learning for High Dimensional Linear Quadratic Systems

Neural Information Processing Systems

We study the problem of adaptive control of a high dimensional linear quadratic (LQ) system. Previous work established the asymptotic convergence to an optimal controller for various adaptive control schemes. More recently, an asymptotic regret bound of $\tilde{O}(\sqrt{T})$ was shown for $T \gg p$ where $p$ is the dimension of the state space. In this work we consider the case where the matrices describing the dynamic of the LQ system are sparse and their dimensions are large. We present an adaptive control scheme that for $p \gg 1$ and $T \gg \polylog(p)$ achieves a regret bound of $\tilde{O}(p \sqrt{T})$.


A reinterpretation of the policy oscillation phenomenon in approximate policy iteration

Neural Information Processing Systems

A majority of approximate dynamic programming approaches to the reinforcement learning problem can be categorized into greedy value function methods and value-based policy gradient methods. The former approach, although fast, is well known to be susceptible to the policy oscillation phenomenon. We take a fresh view to this phenomenon by casting a considerable subset of the former approach as a limiting special case of the latter. We explain the phenomenon in terms of this view and illustrate the underlying mechanism with artificial examples. We also use it to derive the constrained natural actor-critic algorithm that can interpolate between the aforementioned approaches.


Universal Value Density Estimation for Imitation Learning and Goal-Conditioned Reinforcement Learning

arXiv.org Machine Learning

This work considers two distinct settings: imitation learning and goal-conditioned reinforcement learning. In either case, effective solutions require the agent to reliably reach a specified state (a goal), or set of states (a demonstration). Drawing a connection between probabilistic long-term dynamics and the desired value function, this work introduces an approach which utilizes recent advances in density estimation to effectively learn to reach a given state. As our first contribution, we use this approach for goal-conditioned reinforcement learning and show that it is both efficient and does not suffer from hindsight bias in stochastic domains. As our second contribution, we extend the approach to imitation learning and show that it achieves state-of-the art demonstration sample-efficiency on standard benchmark tasks.


The Archimedean trap: Why traditional reinforcement learning will probably not yield AGI

arXiv.org Artificial Intelligence

Whenever we measure anything using a particular number system, the corresponding measurements will be constrained by the structure of that number system. If the number system has a different structure than the things we are measuring with it, then our measurements will suffer accordingly, just as if we were trying to force square pegs into round holes. For example, the natural numbers make lousy candidates for measuring lengths in a physics laboratory. Lengths in the lab have properties such as, for example, the fact that for any two distinct lengths, there is an intermediate length strictly between them. The natural numbers lack this property. Imagine the poor physicist, brought up in a world of only natural numbers, scratching his or her head upon encountering a rod with length strictly between two rods of length 1 and 2.


Maxmin Q-learning: Controlling the Estimation Bias of Q-learning

arXiv.org Artificial Intelligence

Q-learning suffers from overestimation bias, because it approximates the maximum action value using the maximum estimated action value. Algorithms have been proposed to reduce overestimation bias, but we lack an understanding of how bias interacts with performance, and the extent to which existing algorithms mitigate bias. In this paper, we 1) highlight that the effect of overestimation bias on learning efficiency is environment-dependent; 2) propose a generalization of Q-learning, called \emph{Maxmin Q-learning}, which provides a parameter to flexibly control bias; 3) show theoretically that there exists a parameter choice for Maxmin Q-learning that leads to unbiased estimation with a lower approximation variance than Q-learning; and 4) prove the convergence of our algorithm in the tabular case, as well as convergence of several previous Q-learning variants, using a novel Generalized Q-learning framework. We empirically verify that our algorithm better controls estimation bias in toy environments, and that it achieves superior performance on several benchmark problems.


Quantum Bandits

arXiv.org Artificial Intelligence

We consider the quantum version of the bandit problem known as {\em best arm identification} (BAI). We first propose a quantum modeling of the BAI problem, which assumes that both the learning agent and the environment are quantum; we then propose an algorithm based on quantum amplitude amplification to solve BAI. We formally analyze the behavior of the algorithm on all instances of the problem and we show, in particular, that it is able to get the optimal solution quadratically faster than what is known to hold in the classical case.


Transferring Expectations in Model-based Reinforcement Learning

Neural Information Processing Systems

We study how to automatically select and adapt multiple abstractions or representations of the world to support model-based reinforcement learning. We address the challenges of transfer learning in heterogeneous environments with varying tasks. We present an efficient, online framework that, through a sequence of tasks, learns a set of relevant representations to be used in future tasks. Without pre-defined mapping strategies, we introduce a general approach to support transfer learning across different state spaces. We demonstrate the potential impact of our system through improved jumpstart and faster convergence to near optimum policy in two benchmark domains.


Speedy Q-Learning

Neural Information Processing Systems

We introduce a new convergent variant of Q-learning, called speedy Q-learning, to address the problem of slow convergence in the standard form of the Q-learning algorithm. We prove a PAC bound on the performance of SQL, which shows that for an MDP with n state-action pairs and the discount factor \gamma only T O\big(\log(n)/(\epsilon {2}(1-\gamma) {4})\big) steps are required for the SQL algorithm to converge to an \epsilon-optimal action-value function with high probability. This bound has a better dependency on 1/\epsilon and 1/(1-\gamma), and thus, is tighter than the best available result for Q-learning. Our bound is also superior to the existing results for both model-free and model-based instances of batch Q-value iteration that are considered to be more efficient than the incremental methods like Q-learning. Papers published at the Neural Information Processing Systems Conference.